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sojourner-fishsticcc

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    dumb space person (she/her)
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    Honolulu, Hawaii
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    hallo! big ksp fan and space enthusiast, have been trying my hand at mod development so i mainly use this account to ask questions about stuff. i post art i make on my sometimes twitter.

    pfp is my own art, background is from KSRSS (don't know the exact person who took it, if you know tell me!)

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  1. been playing through career mode with a handful of recommended mods to see what issues appear and i found a couple. having issues attaching screenshots rn so will add them later :3 the splatnik core might need some kind of reaction wheels and SAS. the early stage of the game is almost impossible without a probe core that has some kind of control, and later cores aren't unlocked until around the point you visit desmet/buzz, which is *hard* to do without a decent probe core. i modified my own configs to give it 0.15 torque in all directions costing 0.03 goo syrup per second. also i think the splatnik's solar panel is bugged? getting access to the fuel refinery, drills, and fuel cells super early is AWESOME! love this tweak! it works so well with the smaller asteroids in orbit of armstrong instead of larger moons like in the stock game. however i think there's some issues with the planet collision? both on desmet and buzz despite my drill sticking into the surface it still considers the craft having 'no ground contact' so it wont harvest, and at some point on desmet it considered the ore abundance too low to mine which might not be intended? not sure if this is an issue with the low gravity or the strange shapes of the bodies. also adding a compat with restock+ that gives access to the 0.625m claw at the same point as the refinery would be super helpful because landing on desmet stably is HARD! ran into a weird visual bug where from the craft view high up the ground has these weird circular tears? might not be an issue exclusive to this pack cos i think ive seen it around and im playing with quite a few mods but because its visual the culprit is either scatterer, EVE, parallax, or TUFX and im fairly sure its not tufx since it was off at the time of the screenshots. will test to see if its parallax. weird bug with ground scatters suddenly jumping up a few kilometers higher off the ground to the height of the craft as its being launched. might be my copy of parallax? will definitely check. there's a handful of trees scattered around the launchpad and occasionally they appear very low-poly without leaves??? no idea. those low-res surface scatter rocks appear on desmet when getting near it, but theyre red instead of the blue color of the surface. are they meant to be on buzz?
  2. reinstalled EVE and scatterer, generally seemed to have fixed most of the problems (including the space center screen view!) but there's still a handful of other things that seem buggy. ill post screenshots n stuff when i gather a few.
  3. oh by the way i came across a handful of weird visual bugs on armstrong? the sky from the building selection view is randomly pitch black or daylight regardless of where ilio are in the sky, and also during flight the sky has a really weird black haze so you can only see a small distance away from the craft and when i scroll out this ocean texture comes down from the top of the screen and covers everything? sorry if this isnt super but wanted to post about them in case this is a recurring issue :3 edit: also in the vab/sph when using mechjeb's delta-v readouts, the selection of bodies to compare your craft against is so big that armstrong isnt on the screen lol
  4. woah!!! this pack looks rad as hell!!! love seeing all these different ideas for planetary systems put together in such a cool way!!! is there a delta-v map for this or one in the works? also trans planet is awesome!!!
  5. welp... turns out i'm a bit of a fool <:3 the stock game has a feature for this that allows making custom categories that parts can be dragged and dropped into. posting this in case anyone else has this issue too!
  6. i'm trying to make my own mod that utilizes BDB which has +1,000 parts which i need to go through one by one and organize and its giving me a headache. are there any mods that allow creating custom categories for parts and sorting them by hand? thanks :3
  7. hey this is kind of a random question but i was going through some part files and found the tags for the Ranger Block-II GRS (bluedog_Ranger_Block2_GammaRaySpectrometer) which are; tags = gamma grs folding science magnetic hate ranger burke wayfarer mariner why does it have the tag "hate"??? not judging but like what did this part do to you? what's the story here? i'm really curious about this i need to know
  8. this looks exactly like what i'm looking for! but where do i place this/in what kind of file do i put it in? i tried just putting it in a .cfg file next to my actual tech tree itself and the test parts i put in didn't show up.
  9. hi! currently working on a little add-on that includes a custom tech-tree i made myself and want to know how to get it to be compatible with some mods. i've managed to figure out a good deal of modding stuff by looking at the code for other add-ons and experimenting around, and when i tried to look at the files for add-ons like Community Tech Tree, they only have files that dictate what nodes go where but nothing about where compatible parts should actually be placed. how can i make my tech tree compatible with other part mods?
  10. hi! currently trying to develop my own overhaul mod for ksp and am hoping to give it an rp-1 style custom tech tree that can tag what parts it wants to be in what nodes without needing to modify the part files themselves. and beyond that, i have no idea where to start with making a tech tree and can't find any threads here about that. basically: - how can i create my own tech tree? - how can i make the nodes specify the parts they should contain instead of making the parts specify what node they belong in? - how can i give the tech nodes custom images beyond the ones the game already has? along with this, how can i make this have compatibility with b9-partswitch variants of parts so they can only be unlocked once their parent node is unlocked. i'm hoping to have the nodes also affect things like the effectiveness of all solar panels.
  11. Hi! New here and have been a fan of the game for years and want to try my hand at making my own little mods to the game and don't know where to post to ask for tips about basic stuff (I saw there's a forum for modded tech support, but I'm not sure if that's the right place)
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